Nintendo’s Wii gained something of a reputation as a “party game machine”, for better or worse.
The Wii U never quite captured the same success as its predecessor in this regard due to its considerably smaller audience — not to mention the rise of other types of games filling a similar niche — but that didn’t stop Nintendo in particular from producing a number of different games intended to be played socially. With other people. In the same room! Imagine that.
One such example was Wii Party U, a successor to its similarly named predecessor on the older platform. Designed to be accessible and understandable to all ages, it’s neither the most complex nor technically impressive game on the platform — but it is noteworthy for being very successful at what it does.
Continue reading Wii U Essentials: Wii Party U
Puyo Puyo Tetris is cause for great celebration, particularly for those of us who have been missing certain aspects of “the good old days” of gaming, whenever those might have been in your personal opinion.
Why is it noteworthy? Well, numerous reasons: it’s one of the few Puyo Puyo titles to have made it West without significant modifications or complete rebranding; it’s a reinterpretation of Tetris that doesn’t suck (EA and Ubisoft, pay attention); and perhaps most importantly, it’s a standalone puzzle game that not only isn’t a microtransaction-riddled, play-throttling mobile phone game with infuriating touch controls, it also got an actual, honest-to-goodness physical release. In fact, in the case of the PlayStation 4 version, the physical release is, oddly, the only way to get hold of a copy.
It’s also an absolutely cracking game, so let’s take a closer look at what it offers to puzzler aficionados.
Continue reading Puzzler Essentials: Puyo Puyo Tetris
It’s easy to write off a pack-in bundle of minigames as being somehow “lesser” than full-scale titles. But the Wii U’s Nintendo Land was special — and in a different way from its spiritual predecessor Wii Sports.
Functioning as a joyous celebration of Nintendo’s most beloved properties — and a few slightly more obscure ones, too — Nintendo Land is an enjoyable enough experience in single-player, with several games specifically designed with solo play in mind, but it’s in multiplayer that it truly shines: Nintendo’s same-room party gaming at its finest.
And it’s an evergreen title, too; some five years after its initial release, for many Wii U owners it’s a game that still gets regular play, particularly when friends come to visit. Let’s take a closer look at what makes it so special.
Continue reading Wii U Essentials: Nintendo Land
Star Fox Zero, a return to Star Fox’s standard formula after numerous games exploring alternative game styles, was met with a somewhat mixed reception on its original release.
Developed as a collaborative effort between Nintendo and action game veterans Platinum Games, Star Fox Zero was intended as something of a reboot of the series, retelling the stories of the original games and reflecting the original gameplay styles while incorporating some new elements of its own.
It was these new elements that caused some consternation among those who had difficulty adjusting to them, but this didn’t stop Star Fox Zero from being an interesting and worthwhile addition to any Wii U owner’s library.
Continue reading Wii U Essentials: Star Fox Zero
Of the three “Operation Rainfall” Wii RPGs that an Internet pressure group (now turned full-on news and reviews site and beloved friend of MoeGamer) helped bring to Europe and North America, the title that seems to get least attention is Ganbarion’s Pandora’s Tower.
This is sad, because Pandora’s Tower is brilliant and you absolutely should care about it. Why? Well, I’m glad you asked.
The three Operation Rainfall games are wildly divergent experiences from one another but they have one key thing in common: all of them shake up the player’s understanding of what the term “JRPG” really means. Xenoblade Chronicles provides quest-heavy open-world exploration; The Last Story provides a highly linear, tightly-scripted and fast-paced experience.
Neither of them follow the traditional “walk five steps on field screen, cut to separate battle screen” model, instead each deciding to try something different. The lower development overheads of working on the Wii, rather than holding these games back, allows the developers to take bigger risks with more adventurous concepts, mechanics and narrative arcs — and these risks have paid off bigtime.
But what of Pandora’s Tower?
Continue reading From the Archives: Pandora’s Tower, and Why You Should Care
Although computer and console role-playing games share a lot of common ground with their tabletop predecessors, over time the two media have diverged significantly.
Western role-playing games arguably remain the truest to tabletop role-playing, which remains very freeform, flexible and sometimes even completely free of violent conflict. Titles such as Bethesda’s The Elder Scrolls series allow the experience of living in a virtual world, exploring as you see fit and seeing what happens as you interact with it in various ways.
Japanese (and Japanese-inspired) role-playing games, meanwhile, are typically (though not exclusively) handled almost as “interactive storybooks” punctuated by regular, predictable and abstract battle sequences. This isn’t a criticism, mind; as any JRPG fan will tell you, this approach allows the games to focus on strong storytelling and characterisation at the expense of allowing you to steal every spoon in someone’s house.
This article was originally published on Games Are Evil in 2012 as part of the site’s regular Swords and Zippers column on JRPGs. It has been republished here due to Games Are Evil no longer existing in its original form.
Continue reading From the Archives: The Last Story and the Art of Encounter Design
The idea of a “construction set” for a video game being sold as a standalone product is something we haven’t seen a lot of in recent years, but it used to be a common sight in the earlier days of gaming.
Back in the ’80s and early ’90s, titles such as EA’s Racing Destruction Set, Interplay’s The Bard’s Tale Construction Set and SSI’s Unlimited Adventures allowed players to try their hand at game design without needing to know any of that pesky programming, albeit within the constraints of an existing game’s framework in most cases.
The concept of “programming-free game creation” was later expanded on by companies such as Clickteam (Klik and Play, Games Factory, Multimedia Fusion, the latter of which is still used by many indie developers today), YoYo Games (GameMaker) and ASCII/Enterbrain (RPG Maker) — these packages were more “general purpose” and could be used for a wider variety of projects, but became quite a bit more complex as a result.
Given Nintendo’s love of making “toy-like” games, it was entirely appropriate that it would be the one to mark a triumphant and high-profile return to the standalone, more constrained and accessible “construction set”. Super Mario Maker was the result, and it’s one of the Wii U’s most interesting titles.
Continue reading Wii U Essentials: Super Mario Maker